Graphics
Fully 3D
Everything in Metal Fatigue from the terrain to the combots to the buildings are in full 3D. In fact, Metal Fatigue is a hardware only title, following in the footsteps of many of today's and tomorrow's games. One thing that's nice about a fully 3D game is that the battlefield can be rotated and viewed at any angle. So while the view is an overhead isometric, the variable rotate and pitch feature gives map makers more freedom in creating varied levels; they no longer have to worry about terrain features hiding units because players can always rotate around to find them. You can also zoom the battlefield in and out - but in the build I looked at, the zoom feature didn't go in and out quite as far as I would have liked. That feature is still being tweaked.
![Metal Fatigue Preview [ Base invasion @ 640 x 480 ] > View Full-Size in another window.](images/15-s.jpg) Base invasion
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![Metal Fatigue Preview [ Nice formation @ 640 x 480 ] > View Full-Size in another window.](images/16-s.jpg) Nice formation
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Animation
Another impressive feature in Metal Fatigue is the detailed animation put into each combot. These aren't just static figures that look stiff and immobile. Combots are modeled with an advanced animation system that delivers fluid motion no matter what it's doing. Whether the combot is fighting or moving or holding position, they're definitely going to catch your eye on the screen. The graphics of all the other units and buildings are clean and crisp, but perhaps a bit bland in some cases (particularly some of the buildings) compared to the combots. That's about the only complaint although it's still a very early stage and it's very possible that the build I looked at was still using some placeholder art.
![Metal Fatigue Preview [ 1 on 1 in the sky @ 640 x 480 ] > View Full-Size in another window.](images/17-s.jpg) 1 on 1 in the sky
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![Metal Fatigue Preview [ With and without textures @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) With and without textures
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